What's new

Street Fighter V General Discussion

buyacushun

Normalize grab immunity.
For starters, I totally agree with most of the complaints here. I at least understand where you guys are coming from... I just think that they have to be super careful. When I want to play real footsies and fundamental gameplay... I come to sfv. I load up injustice or mkx when I want a dash of crazy/bullshit. I want sf to stay sf.
Did you play SFxT? That's where I "figured out" SF. It plays like an SF game and Zangief in that game is actually a precursor to SFV Zangief. The combos for SF characters were the same we saw in SF4 except maybe counter hit cause stumple or a bounce. Or spend meter like Ryu's ex donkey kick for a wallbounce.

I'm not saying SFV needs it or else it's dead. I'm really enjoying it but I definitely understand when anyone says the game is bland. I don't think the game been this simple since SF2. Alpha had all types of combos going on. 3S juggles. 4 had FADC. Then 5 comes in and it's like 4's combos with no way to extend really.
 

Kroaken

Life is a block string with no gaps.
Did you play SFxT? That's where I "figured out" SF. It plays like an SF game and Zangief in that game is actually a precursor to SFV Zangief. The combos for SF characters were the same we saw in SF4 except maybe counter hit cause stumple or a bounce. Or spend meter like Ryu's ex donkey kick for a wallbounce.

I'm not saying SFV needs it or else it's dead. I'm really enjoying it but I definitely understand when anyone says the game is bland. I don't think the game been this simple since SF2. Alpha had all types of combos going on. 3S juggles. 4 had FADC. Then 5 comes in and it's like 4's combos with no way to extend really.
I've not played that. And I do see what you're saying. I came in at sf4.... but I don't miss FADC lol. Wall bounce mid combo might be ok tho. As long as footsies stay the same.
 

FL Rushdown

Champion
True. But making the combo system a little more flashy or creative shouldn't affect footsies at all. Combos are just what happens after somebody wins the footsies battle. But yeah, I agree that footsies should always be the focus of SF.
The flashy stuff in fighting games is just hype for casuals. I get hype as fuck when I see someone play lame or have pinpoint spacing or hit 5 throws in a row. Combos are cool, but honestly they're almost always not the "hype" or interesting parts of street fighter for me. Even in a game like mk I care more about the mixups/staggers/setups than I do the actual combos.
 

Rip Torn

ALL I HAVE IS THE GREEN.
The flashy stuff in fighting games is just hype for casuals. I get hype as fuck when I see someone play lame or have pinpoint spacing or hit 5 throws in a row. Combos are cool, but honestly they're almost always not the "hype" or interesting parts of street fighter for me. Even in a game like mk I care more about the mixups/staggers/setups than I do the actual combos.
I don't know. 5 throws in a row is kind of... meh. I like setups. I feel like Injustice was actually good with this. There were a bunch of different knockdowns and combo enders that would lead to different cross ups and meaties. I think that's where the combo system being more robust leads to more creativity, which leads to more different setups. I also like seeing different ways of applying pressure, like with cancels and stuff like that.
 

LiangHuBBB

Warrior
why does rashid's vertical EX kick sometimes goes through you like a teleport without hitting you?
just tried to block it from full screen and my opponent ended up on the other side and hit confirmed me

weird
 

Paul the Octopus

Slow Starter
I personally think it's unlikely they add Dudley to SFV. It feels like they designed SFV Balrog as a mix between the traditional Dudley and Balrog play styles. If anything, he seems closer to how Dudley usually plays, charge vs command inputs aside. Balrog is usually a much more linear character with good footsies/antiair but weak mixups and less swag while Dudley is the opposite. SFV Balrog has relatively stubby normals but good mixups and swaggy juggles. He's already serving the Dudley role.
 

B. Shazzy

NRS shill #42069
btw you hear people say it because Du beats Ryu players lul but guile does not fight toptier well either

loses to cammy, chun, karin, nash, ken etc and is only favored in the ryu matchup out of the entire top 10
 

buyacushun

Normalize grab immunity.
I've not played that. And I do see what you're saying. I came in at sf4.... but I don't miss FADC lol. Wall bounce mid combo might be ok tho. As long as footsies stay the same.
I wasn't big into 4 but I disliked FADC and thought it was flawed. Combos would only change the neutral game if SF became a different game. You'd still score a hit the same way you do now.

Either way I don't expect combo changes for season 2. Just balance decisions and new characters that will make it look like Capcom's back on track.
 

FL Rushdown

Champion
I don't know. 5 throws in a row is kind of... meh. I like setups. I feel like Injustice was actually good with this. There were a bunch of different knockdowns and combo enders that would lead to different cross ups and meaties. I think that's where the combo system being more robust leads to more creativity, which leads to more different setups. I also like seeing different ways of applying pressure, like with cancels and stuff like that.
If you don't get hype when Daigo throws someone 5 times in a row then I can't help you. That's the purest mixup in the game.
 
Last edited:

@MylesWright_

I'll be back 3ing
If you don't get hype when Daigo throws someone 5 times in a row then I can't help you. That's the purest mixup in the game.
The fact that I and anyone else can spend 2 minutes in training mode and do Ryu throw loops takes away the hype imo. There's virtually no risk in it either unlike a command grab because you'll recover in time to anti-air or pressure a backdash

Does wakeup jab beat throws?
Throws out prioritise normals
 

GAV

Resolution through knowledge and resolve.
here's du playing it


look how guile has to play and how many stomps get the alex in the first game despite du holding up. thats not what guile wants to do. bumdown should remind du that Alex's stomp has 20 frame of recovery tho lul
TS was a well known Gief player back in SF2. He plays the game inside-out meaning he recognizes first what his opponent's character can do and how its done. Then, he uses his character's tools that are viable to take advantage. Guile has to hold down back a lot and he was taking advantage of that and the internal timer Guile players use to get their offense going.

Du focuses on stringing together his offense to stretch his opponent's defenses very thin. He's a good defender because of great recognition and reactions, but its not his focus. He tends to play defensive characters so he can keep his offense rolling. His adjustments are insane though. I don't even think he has to think much about it. He just adjusts so easily and seamlessly.
 

FL Rushdown

Champion
The fact that I and anyone else can spend 2 minutes in training mode and do Ryu throw loops takes away the hype imo. There's virtually no risk in it either unlike a command grab because you'll recover in time to anti-air or pressure a backdash



Throws out prioritise normals
It's the mind game after the 3rd/4th throw that's hype. The difficulty comes from making hard reads and conditioning your opponent not pressing the buttons. No execution gets me hype in sfv, even guiles loops are less impressive than say the infinities in marvel.

Same thing with shimmys. They're in theory and practice incredibly simple. But I go crazy for that shit.
 

EntropicByDesign

It's all so very confusing.
@EntropicByDesign what is your opinion on the Zangief matchup?
EDIT: I meant to ask how do you feel while playing the matchup? I know how it already goes.
As which character? Sorry, I rant about so many on here..

Vega- Balls in my court, but my impatience makes me lose my advantages. Honestly though I think this MU is more even than it would seem at first glance. Originally I felt really strong in this, but as time went by, I started to feel like pretty equal. this is a weird MU. I should feel like a god, but I really dont. Its kinda stressful.

Nash- Just started playing him, but I def have tools to make his life hard. I feel strong - but again, my patience is an issue. All in all though, I feel like I decide what Gief gets to do.

Ibuki- Feel weak. Terrified. Not a fan. i dont know what the actual MU numbers actually are, etc, but I feel bad in this match and dont like playing it. I just feel stressed and frustrated, its not a fun match for me.
 

jaepeso170

I Have A Plan...Attack
Looking for opinion guys, I currently main Ryu(Shocker!!) and im looking for a pocket character I recently started practicing some Nash tech and looking at the possibility of Rashid, but just wanted to ask the room, anyone else I should look into??????
 

FL Rushdown

Champion
Looking for opinion guys, I currently main Ryu(Shocker!!) and im looking for a pocket character I recently started practicing some Nash tech and looking at the possibility of Rashid, but just wanted to ask the room, anyone else I should look into??????
Mika.

If you enjoy ryus strong offense but wish he had a slightly grimy edge to it then she's your character. I play both of them a lot and I find ryus offense while strong to be a little too straight forward from time to time.
 
Last edited:

FL Rushdown

Champion
Unless I misunderstand something to do with throws, a meaty throw, like a meaty normal, hits on frame 1-2 (if it's tight), where-as wakeup jab, isn't active until frame 3-4 depending on the speed of the jab. So.. nope. Jab loses.
Throws out prioritize normals so even if they both hit on the same frame the throw would win.